SABOTAGE JUMP ROUTE MUTINY

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1 GREMLINS! SABOTAGE JUMP ROUTE ALIEN ROMANCE Choose one enemy fleet on the board. All ships in that fleet become infested with cute, fuzzy space vermin that gum up the works of anything they touch. For the rest of the current turn, the number of jumps that fleet can make per activation is halved (rounded down), as are the beam and torpedo factors of all ships in the fleet. When the turn is over, discard this card the fleet functions normally thereafter. Play this card and place a penny on any one jump route currently adjacent to one of your fleets. Through high-tech jamming and low-tech blowingthings-up, you sabotage that jump route. No fleet may move via that jump route as long as it remains sabotaged. To repair the sabotage, a fleet containing a repair ship must move adjacent to the jump route and stop moving for the turn, and the player with the fleet must reveal the repair ship to his opponent. At that point, remove the penny from the route and it may be used normally. Play just before space battle, after both sides have laid their ships on the table. A secret romance between opposing captains causes one enemy ship on the table to defect. The enemy player must put all his ships on the table in a container. Draw one of those ships randomly, put it in the enemy force pool, and take one ship of the same type from your own force pool and add it to your ships currently on the table. It fights for you normally thereafter. If you draw a ship-type that doesn t exist on your side, put it back and redraw. HIRE MERCENARIES Play this card and pay 4 Resources to hire two mercenary Destroyers. Take two Destroyers from your force pool and place them with any of your fleets on the board. They move and fight normally, and you do not pay Maintenance for them (they maintain themselves). But each turn during the Construction phase you must pay an additional 2 Resources per surviving mercenary ship. If you do not pay the resources, the ships return to your force pool. MUTINY Play this card on one enemy fleet at any time to cause a mutiny to break out.the enemy player rolls one die for each ship in the fleet. If the result exceeds the ship s maintenance number, it goes rogue. Place any rogue ships on the Galactic map. Thereafter, they move and fight together as a fleet. You control their movement, but the rogue fleet will attack any fleet it encounters. If it has any transports carrying troops, you may direct it to invade any planet you desire, but obtain no resources from its conquests. ROBOTS OUT OF CONTROL! Play on any enemy Outpost or World. Servo-robots stage a rebellion. Place a penny on that Outpost or World. As long as the penny remains there, the Outpost or World produces no resources. Also, the player owning the Outpost or World must have at least one Infantry or Jump Troop unit there on each subsequent Production phase, or the robots destroy all humans. In that case, remove the Outpost or World marker. To end the revolt, the owning player must have a total of three activated Infantry or Jump Troop units there during any Action Phase.

2 ANCIENT RACE PLANETARY REVOLT PLAGUE! Play on any enemy system, Outpost or World occupied by at least one enemy unit. Enemy scientists awaken ancient beings best left undisturbed. Roll one die and divide the result by two (round fractions up). Randomly select that many Infantry and/or Jump Troop units from your own force pool and place them there.that planet is now Disputed and produces no resources (see 7.4). Hereafter, you may activate the Ancient Race units whenever you wish as a normal activation, and fight Surface Battle against enemy units. If all enemy units are destroyed or leave, the Ancient Race units remain and destroy the Outpost or World (remove the counter). If you land your own units there, the Ancient Race attacks you (replace them with enemy units of similar strength). Play this card on any enemy Outpost or World occupied by at least one enemy unit.all units on that planet revolt, declaring an independent state. Place a quarter on that Outpost or World. The rebel units remain there and aren t under control of either player. They will fight all units either player lands there. If both players land units there, they must fight and destroy the rebel units before they can attack each other. No player gets Resources from a world occupied by rebel forces. Once all rebels are destroyed, control of the world reverts to whichever player destroyed the rebels. Play on any enemy Outpost or World. Plague breaks out and will infect any Infantry or Jump Troop units that are there or land there in future. Place a dime on that Outpost or World to symbolize this. Each player must roll for each Infantry or Jump Troop unit he has on the World or Outpost when this card is played, and every Close-Out segment thereafter for the rest of the game. Every 6 rolled causes the unit to flip to its damaged side or be eliminated if already damaged. IMPERIAL SUCCESSION The Vilani Emperor, living embodiment of Galactic Order, Lord of Interstellar Space, Conqueror of Time, is dead. With the change of Emperor, there is the chance that major policy changes may occur. The Imperial player rolls one die. On a result of 1 or 2, Civil War breaks out, limiting the Imperial governor s capabilities. During the turn, subtract one from the Imperial player s result on all initiative dierolls. On any other result, the new Emperor takes the throne smoothly and there is no effect on play. FALSE ORDERS AND BAD INTELLIGENCE Play this card right after the enemy player chooses a system in which to activate a fleet or fleets. Select one of the fleets there and move it yourself this activation. You may move it wherever you wish, up to its maximum range. You cannot move it into a system containing one or more of your own fleets. FRONTIER CRISIS A military emergency has occurred in another frontier province, creating a need for reinforcements from this sector. The Imperial player rolls one die. The result is the number of Imperial ships which are removed from play immediately (capital ships count double). Place these forces on the turn record track three turns ahead. They return during that turn as Reinforcements (see 8.0).

3 IMPERIAL VISIT ACT OF THE UNIVERSE RECENTRALIZATION The Emperor has personally arrived with a battle force. Roll one die on the Mandated Offensive table (Page 19), adding +1 to the result. If some ships rolled are not available in the Imperial force pool, they do not appear. Place the indicated forces per rule 8.0. They move and fight normally, and all Imperial glory gains caused by their actions are doubled. They stay on the board until any turn in which the Imperial player fails to increase Glory. At that point, the Imperial player must immediately remove from play the same number and type of ships as received. If ships are not available to be removed (due to losses in combat), reduce glory by two for each ship no longer available (capital ships count double). Play this card immediately after the other player plays any Event card. This card negates his card, and it doesn t take effect. Discard both cards. The Emperor is displeased with decentralized production of warships. Permission to build CR, CA B1, B2 and BB, if already granted, is revoked. B1, B2 and BB in production are cancelled, with one half of their Resource cost returned to the Imperial player. ECONOMIC DEPRESSION ECONOMIC BOOM SURPRISE ATTACK Unwise tax cuts and heavy spending on unneeded weapons have thrown the Imperium into a period of economic stagnation. Reduce income by ten Resources (but not below one) for the next three turns. Sound fiscal policy and the Emperor s wise backing of new technology have sent the Imperium into a period of economic growth. Increase the provincial budget by ten Resources this turn. You may also play this card to cancel the effect of an Economic Depression card. Play this card at the start of any Space Battle. Your new, improved stealth technology fools enemy sensors, allowing you to attack them by surprise. The first combat round is resolved at close-range (instead of long-range), and the beam and torpedo factors on all your ships in the battled are doubled on the first round. Second and subsequent rounds are fought normally (ships on either side may attempt to alter the range to Long).

4 MANDATED OFFENSIVE PEACE TALKS ALIEN ABDUCTION The Emperor has decreed that an an offensive be mounted in this sector. The Imperial player rolls one die and consults the Mandated Offensive table (page 19) to determine how many ships he receives (see 8.0 for placement). If some ships are not available in the Imperial force pool, they do not appear. They move and fight normally, and stay on the board until any turn in which the Imperial player fails to increase Glory. At that point, the Imperial player must immediately remove from play the same number and type of ships as he received. If ships are not available to be removed (due to losses in combat), reduce glory by one for each ship no longer available (capital ships count double). Imperial minions and senior Terran leaders begin peace talks aimed at ending the war. Players may not attack each other or move fleets into systems containing enemy units for the rest of this turn. Units on disputed planets remain in place, but may not attack each other and no additional units may be landed on the planet. During the Event Card phase of each subsequent turn, the Imperial player rolls one die, adding +1 for each turn since this card was played. If the dieroll is equal to or greater than the current Glory score, peace talks continue. If it is less than the current Glory score, peace talks end and war resumes. Play this card on any system, Outpost or World that is occupied by at least one enemy Infantry or Jump Troop unit. Flying saucers appear in the sky and big-headed, black-eyed aliens abduct one random Infantry or Jump troop unit from that world. Put all Infantry and Jump Troop units on that world in a cup. Draw one out randomly, then roll one die to determine how many turns later the aliens return the abducted unit to that world. Place the abducted unit on the turn record track that many turns later (turn 10 at the latest) and place it back in that system during the Reinforcements segment of that turn. Such troops can act normally once they ve returned. WORMHOLE NATURAL DISASTER WANDERING NEBULA Play on any one enemy fleet when the enemy player attempts to move it via jump route to a different system. The fleet falls into a random wormhole while jumping. Remove it from the board and roll a die, dividing the result by two (rounding up). Place the fleet on the turn record track that many turns in the future (turn 10 at the latest). In the Reinforcements phase of that turn, stand up and drop the fleet counter onto the board from eye-level. Put it in whatever system it lands closest to. It may activate normally thereafter. Play on any enemy World that currently has no units on it. Natural disasters there destroy massive amounts of infrastructure. Replace the World counter with an Outpost counter (make a note as to which planet this occurs on). The Outpost counter remains until either player lands at least two Infantry or Jump Troop units there, and then activates them again on a later phase. If the activated units don t move or fight, they repair the damage, and the player owning the troops may place one of his World counters there. Worlds on disputed planets cannot be repaired. Play on any system. A huge, dense cloud of gas and debris enters the system and blocks all light and communications with other systems. Roll a die and divide by two (rounding up) to determine the number of turns the nebula remains there. While it s there, any World or Outpost there provides no resources, fleets entering the system must stop and move no farther in that activation, and any World or Outpost that is occupied by units there may not be invaded (the nebula jams any potential invaders communications).

5 MAJOR DISCOVERY SYSTEM CRASH SPACE PIRATES Play on any World you own that is occupied by at least one troop unit. Archaeologists there discover an ancient weapon of great power. Place a Planetary Defense System from your force pool there and make a note that this PDS fires at double normal strength. Play on one enemy fleet, World or Outpost. Computer systems there suffer massive failure. Roll against the maintenance number of every enemy unit in the fleet, World or Outpost. Add +1 to the result for units on undisputed Worlds and Outposts, and for fleets that contain a Repair Ship (AR). If the modified result is less than or equal to the unit s maintenance number, flip it to its damaged side, or eliminate it if it s already on its damaged side. All units that roll above their maintenance number are unaffected. Take one unused Destroyer each from your force pool and the enemy s force pool, and place them anywhere on the Galactic map. The DDs are pirate vessels under your control, and you can move them at their normal movement rate by spending an Activation to do so. Any World or Outpost that has Pirate vessels in the same system during the Production phase produces no Resources. The Pirate vessels will not initiate space combat, so the enemy player must hunt them down and attack them to eliminate them. MAXIMUM BURN VACILLATING ADMIRAL SCORCHED PLANET Play this card on one of your fleets as you activate it. That fleet may move one jump farther than normal this activation. Once it s done moving, roll a die against the maintenance number of each ship in the fleet. Each time you roll equal to or less than the maintenance number of a ship, flip it to its damaged side. Rolls above the maintenance number have no effect on ships. Play this card on one enemy fleet right after the enemy player says he s going to activate it. The admiral of that fleet strongly objects to recently received orders and delays carrying them out. That fleet may not move or attack for the rest of this turn, though it can defend normally. Play this card at any time during Surface Battle on a World you own, if you have just one Infantry or Jump Troop unit on the World at that time. Your troops destroy as much Infrastructure as possible on the World to prevent it falling into enemy hands. Eliminate your unit, and replace your World counter with an enemy Outpost counter. The World cannot be repaired it remains an Outpost for the rest of this war.

6 PSY-OPS CLOAKED KAMIKAZE Play this card when one of your Scout ships (SC) successfully uses Stealth Scouting on an enemy fleet (see 17.2). In addition to finding out the composition of the enemy fleet, your scout is able to sow rumors in the fleet s communications nets, describing the horrible atrocities that your side commits against captured enemy soldiers. Roll a die and divide by two (rounding up). That fleet will not enter a system with an enemy fleet for the number of turns rolled. It defends normally in Space Combat, but will retreat at the earliest opportunity while this card is in effect. Play before Space Battle begins, before the enemy player puts ships on the table. Primitive cloaking technology allows one of your ships to get within point-blank range. You may use any ship in your fleet, not just scouts. Roll two dice using Stealth Scouting procedure (17.2). Apply any modifiers for enemy destroyers. If they detect you, fight the battle normally. If your roll is successful, the enemy player places his ships on the table, and your ship may attack any one enemy ship before the first Space Battle round. All beam and torpedo factors hit on 3 through 6. After your attack, ALL enemy ships may fire on your ship normally. After their attack, the first Space Battle round begins normally (If your ship survives the counterattack, it s at long range like the rest of your fleet).

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